rename vattr to VertexAttribute
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@ -11,7 +11,7 @@
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inline constexpr uint B2D_VERTEX_SIZE = 8;
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Batch2D::Batch2D(size_t capacity) : capacity(capacity), color(1.0f){
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const vattr attrs[] = {
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const VertexAttribute attrs[] = {
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{2}, {2}, {4}, {0}
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};
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@ -12,7 +12,7 @@ inline constexpr uint B3D_VERTEX_SIZE = 9;
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Batch3D::Batch3D(size_t capacity)
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: capacity(capacity) {
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const vattr attrs[] = {
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const VertexAttribute attrs[] = {
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{3}, {2}, {4}, {0}
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};
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@ -6,7 +6,7 @@
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inline constexpr uint LB_VERTEX_SIZE = (3+4);
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LineBatch::LineBatch(size_t capacity) : capacity(capacity) {
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const vattr attrs[] = { {3},{4}, {0} };
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const VertexAttribute attrs[] = { {3},{4}, {0} };
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buffer = std::make_unique<float[]>(capacity * LB_VERTEX_SIZE * 2);
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mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
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index = 0;
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@ -4,7 +4,7 @@
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int Mesh::meshesCount = 0;
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int Mesh::drawCalls = 0;
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inline size_t calc_vertex_size(const vattr* attrs) {
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inline size_t calc_vertex_size(const VertexAttribute* attrs) {
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size_t vertexSize = 0;
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for (int i = 0; attrs[i].size; i++) {
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vertexSize += attrs[i].size;
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@ -19,7 +19,7 @@ Mesh::Mesh(const MeshData& data)
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data.indices.size(),
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data.attrs.data()) {}
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Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs) :
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Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const VertexAttribute* attrs) :
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ibo(0),
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vertices(0),
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indices(0)
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@ -14,8 +14,8 @@ class Mesh {
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size_t vertexSize;
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public:
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Mesh(const MeshData& data);
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Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs);
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Mesh(const float* vertexBuffer, size_t vertices, const vattr* attrs) :
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Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const VertexAttribute* attrs);
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Mesh(const float* vertexBuffer, size_t vertices, const VertexAttribute* attrs) :
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Mesh(vertexBuffer, vertices, nullptr, 0, attrs) {};
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~Mesh();
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@ -6,7 +6,7 @@
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#include "util/Buffer.hpp"
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/// @brief Vertex attribute info
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struct vattr {
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struct VertexAttribute {
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ubyte size;
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};
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@ -14,7 +14,7 @@ struct vattr {
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struct MeshData {
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util::Buffer<float> vertices;
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util::Buffer<int> indices;
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util::Buffer<vattr> attrs;
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util::Buffer<VertexAttribute> attrs;
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MeshData() = default;
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@ -24,7 +24,7 @@ struct MeshData {
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MeshData(
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util::Buffer<float> vertices,
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util::Buffer<int> indices,
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util::Buffer<vattr> attrs
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util::Buffer<VertexAttribute> attrs
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) : vertices(std::move(vertices)),
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indices(std::move(indices)),
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attrs(std::move(attrs)) {}
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@ -14,7 +14,7 @@ PostProcessing::PostProcessing() {
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-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
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};
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vattr attrs[] {{2}, {0}};
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VertexAttribute attrs[] {{2}, {0}};
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quadMesh = std::make_unique<Mesh>(vertices, 6, attrs);
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}
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@ -656,8 +656,8 @@ ChunkMeshData BlocksRenderer::createMesh() {
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MeshData(
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util::Buffer<float>(vertexBuffer.get(), vertexOffset),
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util::Buffer<int>(indexBuffer.get(), indexSize),
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util::Buffer<vattr>(
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CHUNK_VATTRS, sizeof(CHUNK_VATTRS) / sizeof(vattr)
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util::Buffer<VertexAttribute>(
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CHUNK_VATTRS, sizeof(CHUNK_VATTRS) / sizeof(VertexAttribute)
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)
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),
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std::move(sortingMesh)};
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@ -6,7 +6,7 @@
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#include "voxels/Chunks.hpp"
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#include "voxels/Chunk.hpp"
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static const vattr attrs[] = {
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static const VertexAttribute attrs[] = {
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{3}, {2}, {3}, {1}, {0}
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};
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@ -39,7 +39,7 @@ Skybox::Skybox(uint size, Shader& shader)
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-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
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};
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vattr attrs[] {{2}, {0}};
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VertexAttribute attrs[] {{2}, {0}};
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mesh = std::make_unique<Mesh>(vertices, 6, attrs);
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sprites.push_back(skysprite {
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@ -8,7 +8,7 @@
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#include "util/Buffer.hpp"
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/// @brief Chunk mesh vertex attributes
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inline const vattr CHUNK_VATTRS[]{ {3}, {2}, {1}, {0} };
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inline const VertexAttribute CHUNK_VATTRS[]{ {3}, {2}, {1}, {0} };
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/// @brief Chunk mesh vertex size divided by sizeof(float)
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inline constexpr int CHUNK_VERTEX_SIZE = 6;
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